local assets =
{
	Asset("ANIM", "anim/sword_fx_water.zip"),
}

local function fn()
	local inst = CreateEntity()
	inst.entity:AddTransform()
	inst.entity:AddAnimState()
	inst.entity:AddNetwork()
	inst.entity:AddLight()

	inst.Light:Enable(true)										-- 开启照明    false为关闭
    inst.Light:SetIntensity(.5)								-- 光照强度.99为强光
    inst.Light:SetColour(0.1, 1, 0.1)
    inst.Light:SetFalloff(0.6)									-- 最大范围再向外辐射的光效，1几乎不辐射
    inst.Light:SetRadius(2.8)										-- 照明范围
    inst.Light:EnableClientModulation(false)

	inst.AnimState:SetBank("sword_fx_water")
	inst.AnimState:SetBuild("sword_fx_water")
	inst.AnimState:PlayAnimation("anim")
	inst.AnimState:SetScale(4,4,2)
	inst.AnimState:SetOrientation(ANIM_ORIENTATION.OnGround)
    inst.AnimState:SetLayer(LAYER_BACKGROUND)
    inst.AnimState:SetSortOrder(2)
	
	
	inst:AddTag("FX")
	
	inst.entity:SetPristine()
	
	if not TheWorld.ismastersim then
        return inst
    end
	
	inst:DoTaskInTime(1.5, function()
		--inst.AnimState:PlayAnimation("disapear")
		inst:DoTaskInTime(.01, inst.Remove)		
	end)
	
    return inst
end



return Prefab( "sword_fx_water", fn, assets)